Why games need less externally imposed story (guest post by Justin Marks)
Editor's note: The following post is by film and videogame writer and friend of The Cut Scene Justin Marks. He wrote previously about his time modding "Halo 3" during the writers' strike and why Hollywood's isn't actually pissing all over our favorite games. All the opinions are his, especially the parts disagreeing with me.
My friend Ben Fritz, who writes for Variety.com's videogame blog The Cut Scene, had an interesting bone to pick recently with "Grand Theft Auto IV." In an essay titled "Narrative sophistication vs. open world," he mentioned the ever-present problem in these sandbox games when it comes to balancing a confined story with the fact that you can literally do just about anything:
How can players seriously believe Niko’s on a date when his girlfriend doesn’t mind that he’s carrying a knife, walking her through a 5-foot-deep pond and getting in numerous car accidents? Why can a distinctive-looking illegal immigrant commit hundreds of carjackings and nobody seems to care?
Basically, Ben is bothered by the fact that while you can
do anything in the open world environment, the story actually operates on a very
set track, going from plot point to plot point as if no one in Liberty City had
any idea that you just spent the last two hours initiating a five-star police
chase that culminated in your plunging a car off a bridge and then swimming back
to a safe house. In the context of an increasingly sophisticated open world
where Liberty City actually feels like a living and breathing universe, the
game's rigid narrative structure is becoming a bit, well... tired.
But I
don't mind the fact that "GTA's" gameplay sometimes bounces up against the
narrative. The question I want to explore is this: Why does my gameplay have to be
constantly interrupted by this reductive thing called a story?
Before we begin, let's call a spade a spade here. It's been a few weeks, we've all had a little perspective, and I think it's fair to admit that the game press may have jumped the gun a bit on their exuberance for "Grand Theft Auto IV's" storyline. Simon Parkin, in his Chewing Pixels column, was even bold enough to come clean about his hyperbole. It's not, as IGN amazingly called it, "Oscar-caliber." The adventure of Niko Bellic, complete with its comic assortment of ethnic cliches, is pretty much on par with the rest of the franchise's self-conscious worship of movie archetypes and genre tropes. And there's nothing wrong with that. Rockstar has made clear that's all they've ever wanted to do, and they've done a damn fine job at that (although I do miss some of that charming humor from "Vice City" and "San Andreas").
More to the point, how did narrative become such a side bar to the real point of gaming, i.e. our ability to play out our deepest fantasies in a virtual world?
In Jesper Juul's July 2001 essay "Games Telling Stories?," he discusses Atari's 1983 arcade version of "Star Wars," which utilized moving polygons in a flight simulator engine to re-create the famous third act of the movie:
In other words, he's saying that in the early days of limited graphics and reduced processing power, games had to resort to external packaging to inform the user as to what kind of world the narrative was taking place in. Strip away those accessories --- the words "Star Wars" on the outside of the console, the X-Wing-like cockpit, Obi Wan's voice playing on the speakers behind us --- and all you have is an abstract shooter involving lines and polygons. It could just as easily have been a game version of "The Last Starfighter" or even "Top Gun." Story was simply an excuse to charge the gameplay with more meaning.
The primary thing that encourages the player to connect game and movie is the title "Star Wars" on the machine and on the screen. If we imagine the title removed from the game, the connection would not be at all obvious. It would be a game where one should hit an "exhaust port" (or simply a square), and the player could note a similarity with a scene in Star Wars, but you would not be able to reconstruct the events in the movie from the game. The prehistory is missing, the rest of the movie, all personal relations.
Not as much as you'd think.
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Variety video games reporter and reviews editor Ben Fritz tracks the business of games and their intersection with Hollywood.
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